Compulsion Enhancements

Compel [creature] or [virtue]

Compulsion spells reflect classic “telepathy”: mindreading, control, and thought-sending. Compel spells force creatures to act certain ways. Weaker compulsions let you set a specific task for the character to perform, while more powerful compulsions give you ongoing control of the creature’s actions.

If a creature is successfully affected by a compel spell, it obeys your commands to the best of its ability. Low-MP compel spells are language dependent, and thus creatures are allowed to obey the letter of your commands, rather than the spirit. The more powerful the spell, the more control you have, and the more complicated actions you can command.

Each round, creatures can try to shake a compulsion off. Obviously suicidal commands are ignored, and dangerous acts grant a +1d6 bonus to the check. 

A compel cantrip can allow you to issue a simple one word command to a target or send a one-word telepathic message to an ally.

Charm

Compulsion. Cost varies. You inflict the Charmed condition. The standard condition costs 2 MP, while the extreme condition costs 4 MP. The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.

Subtle Compulsion. Cost 3 MP. The creature is unaware that it has been controlled, and cannot shake off the effect, which lasts for a set duration (which must be purchased). If the spell also contains charm enhancements, this enhancement also functions as the Subtle Charm enhancement. You only need to buy one. Without this enhancement, creatures will be aware that they are being affected.

Communication

Message. Cost 1 MP. As Send Emotion, but with speech; however, this does not allow you or the target creature to understand additional languages.

Communicate. Cost 4 MP. As Message, but you can communicate clearly regardless of language.

Send Emotion. Cost 0 MP. You can communicate simple concepts to creatures in the area of effect, like friendship or emotion, but you cannot communicate actual language. You can only communicate as long as the creature is within range. The creature can choose to reply in kind, but this gives you no power to know what it doesn’t want to tell you. You can use this on willing targets to allow easy communication, but unwilling creatures require an attack roll as normal.

Senselink. Cost 1 MP. As Send Emotion, but you can sense whatever the creature is sensing, and you can impart your senses to it. Pain can be understood, but damage does not cross over this link.

Telepathy

Erase. Cost varies. You inflict the Forgetful condition. The standard condition costs 2 MP, while the extreme condition costs 4 MP.

Mind Modify. Cost 4 MP. By concentrating, you can rewrite the creature’s memory or knowledge. The knowledge or modification only lasts as long as the spell’s duration, and you must about one round concentrating to change the creature’s memory. You can choose to rewrite several pieces of simple information (password, the location he’s currently at, which way the prisoners went), or rewrite a complex piece of information (making a guard think he’s an escapee, imparting knowledge equal to a skill rank or one spell, or changing his memory of the lyrics of a song), or modify the memory of a single event. What constitutes an event varies, but can include several related small events covering no more than a month.

Mind Read. Cost 4 MP. By concentrating, you can deeply read the mind of the creature. Each round, you can either search for specific information (e.g., the name of a spy, the location of hidden treasure, the gate password) or simply browsing for interesting information. Browsing for general information normally garners nothing very urgent or secretive unless the creature was recently thinking about it, but gives you a broader sense of the creature’s mind. You can only browse one creature at a time, but if there are multiple creatures in the area, you can look for specific information in all of them at once.

Mind Scan. Cost 1 MP. By concentrating, you can “overhear” the thoughts of the creature. If there are multiple creatures in the area, you can focus on one at a time, or try to decipher out their thoughts all at once, like hearing one person in a crowded room. This does not give you the ability to understand the creature’s language, but you can comprehend emotions and simple desires like fear or hunger regardless of language. The affected creature can attempt to shake this off each round.

Mindwipe. Cost 6 MP. You completely erase all the creature’s memories and knowledge. You must concentrate for a full minute to accomplish this. The target must be within range for the entire modification. This only lasts for the duration of the spell.

Shared Perception. Cost 3 MP + 1 MP per additional sense. You can use the senses of a creature within the area of effect. The duration of the spell must be concentration, and you gain access to one of the creature’s senses: sight, hearing, smell, taste, and/or touch. For each additional MP you spend, you gain access to one more sense, for a maximum of 7 MP for all five senses. However, any such sense you access replaces your own equivalent sense for the duration; this can render you effectively blind or deaf (as per the conditions). You also gain access to the creature’s Perception score (and, if you have the appropriate sense linked, any additional specific Perception scores such as scent or hearing).

Commands

Telepathic Command. Cost 1 MP. More powerful than a verbal command, you can instruct another creature using only your mind. You must use this exploit to modify a verbal command exploit.

Verbal Command. Cost varies. The target must be able to hear and understand you. For 0 MP you can give the target a one or two word command, which it obeys, though it may distort your intent. For 2 MP your command can be one or two sentences long, detailing a single slightly complex task. Once you finish casting the spell, the command doesn’t take effect until you finish telling the target, so you might need to rush if the target is threatening you. For 5 MP the command can be as long or complex as you want. The more complex the command, often the more easily the target can distort its intention, but the main limiting factor is how much time the spell lasts. Commands can only be instantaneous spells. For longer periods of control, use the Compulsion enhancement.